The King of Fighters '98/Mature: Difference between revisions

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==Special Moves==
==Special Moves==
'''Death Row (qcb + P, up to 3 times)''' - Your main combo move. Deals a lot (nine bits, three for each) of chip damage when blocked, so forcing your opponent to block it after a Standing or Crouching A can be useful way to get 'free' damage. Be aware of Guard Cancel Rolls if your opponent has stocks, though. It also builds a LOT of meter.
A version is faster, and has less reach. C version moves you forward a bit more, so it's easier to combo.
'''Metal Massacre (qcb + K)''' - A dashing slash that hits three times. You can use it to punish people rolling through your Ebony Tears if you don't have meter for a Heaven's Gate, to change from a zoning to a rush strategy aided by the hitstun of a blocked E. Tear, or to put pressure/chip cancelling it from a crouching D.
'''Despair (qcf + P)''' -  A leaping slash. Can go over low projectiles and I guess can be used as an (uber crappy) anti-air, but it's really slow and has huge recovery. Avoid using it.
'''Decide (hcf + K)''' -
'''Ebony Tears (qcf,hcb + P)''' -
'''Sacrilege (f,d,df + P)''' -


==Desperation Moves==
==Desperation Moves==

Revision as of 17:50, 10 January 2008

Gameplay overview

Mature is a zoning/rushdown character. You can either get far away and (ab)use her powerful Ebony Tears to zone your opponent and punish attempts to evade them, or try to get in-close and mixup/force chip damage.

Combos

  • cr.B, cr.B, cr.A, Death Row / Nocturnal Lights
  • j.B, cl. B (2 hits) /cr.B, cr.A, Death Row / Nocturnal Lights
  • cl.D (2 hits), Heaven's Gate

In-depth analysis

Normal Throws

b or f+C - Breakable, forward knockdown, face forward, rollable.

b or f+D - Breakable, reverse knockdown, back turned, un-rollable. No blue grab effect at startup.


Normal Moves

Standing A - Fast, decent range, cancellable. Misses most crouching characters.

Command Normals

f + B - Like Vice's f + B, but slower. Un-cancellable. Not very useful.

Special Moves

Death Row (qcb + P, up to 3 times) - Your main combo move. Deals a lot (nine bits, three for each) of chip damage when blocked, so forcing your opponent to block it after a Standing or Crouching A can be useful way to get 'free' damage. Be aware of Guard Cancel Rolls if your opponent has stocks, though. It also builds a LOT of meter.

A version is faster, and has less reach. C version moves you forward a bit more, so it's easier to combo.

Metal Massacre (qcb + K) - A dashing slash that hits three times. You can use it to punish people rolling through your Ebony Tears if you don't have meter for a Heaven's Gate, to change from a zoning to a rush strategy aided by the hitstun of a blocked E. Tear, or to put pressure/chip cancelling it from a crouching D.

Despair (qcf + P) - A leaping slash. Can go over low projectiles and I guess can be used as an (uber crappy) anti-air, but it's really slow and has huge recovery. Avoid using it.

Decide (hcf + K) -

Ebony Tears (qcf,hcb + P) -

Sacrilege (f,d,df + P) -

Desperation Moves